DozeMaster's Recent Forum Activity

  • Hi There

    Does by any chance we have now such a plugin for appsflyer, I just wanted to check here, before opening new topic?

    Thanks!

    no there is none, and it won't be anytime soon.

    Because appsflyer doesn't offer a public api/SDK, they can do the plugin themselves but you have to request them and maybe sometime in the future they will consider it.

    just use google analytics has all the features appsflyer does + some more.

  • as Maverick1912 said you can use that approach but it will repeat the songs, to make it random yet not repeating you have to keep track of last 2 or 3 songs that have been played then exclude them from the next list of random selection.

  • Now I'm actually thinking about using just taps to move the blocks... How would you suggest doing the rotations?

    ^_^ ... that's where i was stuck as well, cause there is no screen space for buttons the game area covers almost everything, and my template has even the left side "hold piece" and if i make the gameplay screen smaller i would had to squint my eyes to play which isn't very good.

    but i guess swiping up could be a rotation possibility, tapping to move and swipe down to force down the blocks.

    the problem with your delay of 0.3 to activate swipe is that it works good on low levels right? cause the speed of blocks is slow, but the moment you are like level 10 or 20 or whenever u increase the speed the blocks, the waiting 0.3 to activate movement fails, that's why i think tetris blitz got it perfect as movement for mobile, the game shows you all the available moves of the current piece in play, and u just select one of the possible moves. I stopped my tetris development there, cause im kinda bad at arrays. ^_^

    however if your version has screen space, id just put a rotate button somewhere on the screen. and use the tap to move pieces. but my version doesn't have that luxury ^_^

    on my end i have the keyboard controls as secondary and works good so far, and mobile is in the workings for a couple of months now... im stuck at decision making on it.

    another reason i stopped development on it, is cause tetris company ltd has a monopoly on the gameplay (including every aspect of it patented, and any clone that is out there is going to be sued whenever it gets any revenue that makes some more than a cup of coffee. you can license the game from them, and clone it, but is probably gonna cost to much to be feasible.)

    so im not really sure i want to make a tetris clone anymore for a while now ^_^ and spend my time on marketing it and be then taken down.

  • Didn't downloaded the file however the bellow is my solution.

    a simple way to achieve this, would be: having 2 instance_variables on the player one that detects if he is_moving, and one that keeps a value amount let's say timeWait=60.

    (make sure to add the keyboard key is not pressed condition/s for each user keystroke that can be inputed)

    (0 false 1 true - if user is pressing a key it means the player is moving then the value changes to 1, if there is no user input then value changes back to 0)

    then you can reset the timewait by saying

    that way it always resets when the user presses a button.

    that should work, is not the most elegant but should give you and idea on how the mechanics should work, and then apply and tweak them based on already used behaviors, or code you have.

  • if you want the font size to increment based on how many letters or characters are in the text field

    you can simply use, len(Text.Text) that gives u the number of characters and then divide or multiply those by 2 or 4 based on how much you want the font to increase and set the resulting value as the new font.size.

    and there are some useful stuff inside here also that might help you, text-character-width-in-pixels

  • condition

    distance(car.x,car.y,parkinglot.x,parkinglot.y) =< 20

    abs(car.speed) =< 5

    trigger once

    action

    parkinglot.set_animationframe to 1 or the red color frame number.

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  • make a variable on him and call it _jump lets say

    then if jump is 0 he can jump.

    if he is jumping set the value to 1

    when he lands reset the value back to 0.

    that should work, depends how you make him jump now, the above won't work mid air with the platform behavior default jump input. you will have to push player on Axes Y by some amount.

  • I'm making a game about light and i want the enemies to be repelled by the light when they overlap it. Any ideas how i might do this?

    depends how you are using the enemy movement,

    if you move the enemies by giving them a speed value (using a variable) then u can reverse that value (if is a negative value make it positive if its a positive value make it negative) and it would change direction.

    mainly can be achieve by using a global variable call it speed, and set the object enemy movement speed to that variable every time it needs to, or you change that value.

  • Thanks! :)

    Did you beat it? What's your time?

    nah, i gave up 10 minutes in, couldn't take it anymore ... was always dying xD i got unlucky on the keyboard commands broken thing, it always got me disabled when i was cluttered with asteroids...

    and sadly... i never finished the first stage .... im a bad player ... i know ... ^_^

  • Nah, that vid is plain public. I mean when i do "open url" call from my app in Chrome ()or any web preview - it works just fine (probably should have mention that). The error occurs only in NW.js runs.

    make sure u give the proper access to internet to the .exe — is there a special settings to provide to NW considering the internet access? For example i do ajax calls to save statistics to the server via https and it works just fine...

    i just searched a youtube permission for nw.js as youtube is still running on flash, and nw.js being desktop acts like its own browser and the chrome or what browser is using by default nw.js doesn't cache your permission preferences, and they never ask you to enable flash or give access to media and stuff.

    similar to your problem is this nw.js youtube

    then there is this im not sure how this might help you but might be a nw.js problem from what the guy is saying nw.js incompatible chrome required .dll

  • It's not just that - there was also a lot of abuse happening by PM, and it's difficult to moderate (especially since I don't really want to get in to reading people's private messages)

    i totally get the reasons behind it, but using a 3rd party that should fix it right? as the abuse wouldn't actually happen on the scirra forum, but on the 3rd party service platform atleast that's how i see it.

    anyway would be nice to have some sort of contact info sharing that is as quick and more private than a share on the forum posts.

  • But what is this? self.x-5. The zombies self minus 5 pixels on the horizontal? Not sure why this works.

    Thanks again. :-)

    self.x - 5 is basically the zombies current position and you subtract 5 from that making him change position again until it reaches the player.x (current position) + or - the zombie.width*2 that acts like a margin so they don't overlap.

    now the 5 i put it there so its moving a bit faster, but u can adjust the 5 value to whatever u need, you can make a global variable and call it zombie speed and give it a value and replace the 5 with that variable. or if you have different zombies that require different speeds, you can make a localvariable on each zombie sprite, and give them different values, and then say

    self.x - self.zombiespeed or self.x + self.zombiespeed

    using variables is gonna be easier for you to manage the changes of values later on when events start piling up, so you don't have to go through each event, condition, action to look at that value 5 and say ok where is it now? XD

    also what is distance> player.x and distance<player.x? is that the zombies X?

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DozeMaster

Member since 30 Jun, 2014

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